-func _ready() -> void:
- if not last_movement_direction:
- last_movement_direction = Vector3.BACK.rotated(Vector3.UP, rotation.y)
- hurtbox.weapon = weapon
- hurtbox.is_attacking = true
- hurtbox.set_collision_layer(collision_layer)
- hurtbox.set_collision_mask(collision_mask)
- _origin = global_position